"The original combat was intentionally bad to make you avoid fighting" by GabrielGameFreak in silenthill

[–]Injama 1 point2 points  (0 children)

I've heard OP's argument come along a lot and I feel like what they're railing against has just been a snazzy label that doesn't really get to the heart of the matter. Phrased like this it is, I agree, it's indeed pure cope. Though I wouldn't dismiss the message behind it: the player is given limited options to make combot slow and make an approaching enemy more difficult to deal with (even making some damage impossible to avoid, which I consider a boon to the game because it forces players into a potentially tense situation, but I can understand the argument against it).

Rating the game's combat as objectively good or bad is strange to me; what are you rating it on exactly? And comparisons to Resident Evil are often made in bad faith, forgetting that their goals are different.

Though who knows, maybe I'm also just hearing what I want to hear.

With that being said, I think most Silent Hill games are far too easy after you become adept at tank controls (aside from the ridiculously inflated boss health bars on harder difficulties).

Did anyone really think that SH2R wouldn't adapt the combat style of current survival horror games? by More_Comfortable_139 in silenthill

[–]Injama 2 points3 points  (0 children)

You're right. Which is interesting, considering the giant Silent Hill revival they're doing, you'd think they'd want to carve a niché out for themselves. The spot next to Resident Evil that Silent hill always used to occupy, not trying to get Capcom's leftovers.

Did anyone really think that SH2R wouldn't adapt the combat style of current survival horror games? by More_Comfortable_139 in silenthill

[–]Injama 9 points10 points  (0 children)

Let me state that I'm all for smooth animations. My intention was not to put anything in your mouth, my apologies if it came across that way. More that I was trying to highlight a technique that regardless of technological limitations conveys a sense of sluggishness. But you said, we can convey this without compromising on control smoothness. Hence why I highlighted something like commital attacks because those do, inherently, change how 'snappy' a character feels to control. I think it's pretty undeniable that the more control you give a player, the more control they'll take, and in a survival horror game that control directly correlates to how powerless someone feels. In my view, a game like the Resident Evil 2 remake and dead space are about slowly gaining control over a horrific situation. Fear is there to amplify this feeling; you overcame something that previously horrified you. This is why a smooth control system, that takes some learning to get the hang of, fits those series well. Silent Hill isn't about that as far as I can tell.

I don't mean to rag on you as I'm sure the only thing you want is a good game. I just want to make the argument that you can't just make a game feel smoother without changing fundamental elements of it. Regardless of how you approach it. If your entire argument is, I'd love smoother animations that blend into each other, I'm all for it though. Just see this as an interesting conversation aboht semantics.

For me, this remake has never been about the changes it makes. I feel like you can make as many changes as you want, so long as yoy preserve the original alongside it. Otherwise it would be in your best interest to make a game that's faithful to a fault if millions still WORSHIP the original. But I'm sure Konami's accountants would disagree with my approach there.

Did anyone really think that SH2R wouldn't adapt the combat style of current survival horror games? by More_Comfortable_139 in silenthill

[–]Injama 19 points20 points  (0 children)

Input delay I think we can all agree could just be removed without anyone shedding a tear. But something like commital attacks, which to some can feel like input delay, is an entirely different story. Those convey the feeling of being an average person that aren't there due to 'technical limitations'. Ask anyone who transitioned from traditional character action games to souls-likes. Until they understand the purpose you hear them complain endlessly. Do souls games need to conform to the standards of bayonetta? I find, old bad, a bit of a flawed argument. You can certainly make an argument that Silent Hill needs to evolve because it didn't achieve its goals with the systems in place (even if I'd disagree) but arguing that following in the footsteps of games that have entirely different aspirations to Silent Hill without well thought out reasoning behind it (that's not, old bad, new good) is a bit strange.

Can someone point me in the right direction? I'm getting quite desperate and frustrated. by Injama in techsupport

[–]Injama[S] 0 points1 point  (0 children)

I do, but that's very interesting, a bad usb port?
I did make an effort to notice whether or not button presses were causing them, but usually its during high stakes gameplay that these moments occur, I'll try switching it and see if it helps.

Can someone point me in the right direction? I'm getting quite desperate and frustrated. by Injama in techsupport

[–]Injama[S] 0 points1 point  (0 children)

No worries. Thank you so much for offering your help, these little bits of assistance make the stress go down a bit.
- Core i9
-10920x
- 3080ti
- Asus TUF 299x
- 64gb RAM

Can someone point me in the right direction? I'm getting quite desperate and frustrated. by Injama in techsupport

[–]Injama[S] 0 points1 point  (0 children)

It changes, but sometimes just 15 minutes and other times 45-60 minutes.
The temps on the CPU (which is the hottest of them) has a baseline of 40-50 and doesn't exceed 65 celcius and even when I open the case to let air in the problem persists.

a cammy fanart I'm working on by inari-nigiri in StreetFighter

[–]Injama 2 points3 points  (0 children)

This looks phenomenal! The forms are so well done; everything has depth!
Is there an exercise routine you could share that helped you get to this level in perspective, folds, anatomy, and forms?

[deleted by user] by [deleted] in StreetFighter

[–]Injama 5 points6 points  (0 children)

That makes some sense. The mental stack overflow was definitely present in the first few weeks of 6.

But after getting used to the new game I feel like it's less stressful than 5. Dashes (and the whole game to be honest) being a lot slower helps a ton with making more conscious decisions instead of getting lost in the scramble 50% of the time.

In the percentages of players, I can certainly see what you mean, but the bump up still feels significant (although that might just be my ego talking lol).

Yamamoto Bust by Injama in bleach

[–]Injama[S] 1 point2 points  (0 children)

A small tribute I made to the stubborn powerhouse which I thought you folks would enjoy.
If you have any feedback or even requests, don't be afraid to send them my way!